コード例 #1
0
    //--------------------------------------------------------------
    // *** CONSTRUCTORS ***

    void Start()
    {
        // Uses the variable called agent, then uses getcomponent to determain what component is going to be placed into the agent
        m_agent            = GetComponent <NavMeshAgent>();
        _RetargetCollision = GetComponent <SphereCollider>();
        _GoToTarget        = GetComponent <LinearGoToTarget>();
    }
コード例 #2
0
    //--------------------------------------------------------------
    // *** CONSTRUCTORS ***

    public override void Start() {

        // Stores reference to the player associated with the character
        _Player = GetComponent<Player>();
        _LinearGoTo = GetComponent<LinearGoToTarget>();

        // Store rigidbody reference
        _RigidBody = GetComponent<Rigidbody>();

        // Store animator controller reference
        _Animator = GetComponent<Animator>();

        // Set character's health & get collision reference
        _StartingHealth = PlayerManager._pInstance._GeomancerStartingHealth;
        base.Start();
        
        // Set OnDeath effect
        _EffectOnDeath = PlayerManager._pInstance._OnDeathEffect;

        // Set character's speed
        _MovementSpeed = PlayerManager._pInstance._GeomancerMovementSpeed;

        // Set dash properties
        _DashEnabled = PlayerManager._pInstance._DashEnabled;
        _DashInputButton = PlayerManager._pInstance._DashButton;
        _DashDistance = PlayerManager._pInstance._DashDistance;
        _DashCooldown = PlayerManager._pInstance.DashCooldown;

        // Set knockback properties
        _KnockbackEnabled = PlayerManager._pInstance._KnockbackEnabled;
        _KnockbackInputButton = PlayerManager._pInstance._KnockbackButton;
        _KnockbackForceNormal = PlayerManager._pInstance._KnockbackForceNormal;
        _KnockbackForceDash = PlayerManager._pInstance.KnockbackForceDash;
        _KnockbackCooldown = PlayerManager._pInstance._KnockbackCooldown;

        // Set invincibility properties
        _InvincibleTime = DeviceManager._pInstance._InvincibilityTime;
        _InvincibleMaterial = PlayerManager._pInstance._InvincibleMaterial;

        // Set tabbing weapon input
        _TabInputButton = PlayerManager._pInstance._WeaponSwapButton;

        // Get random dialog and assign it to the player
        _CharacterDialog = SoundManager._pInstance.GetRandomDialog();
        _CharacterDialog.SetPlayer(_Player);

        // Set the owner for the voxel sounds
        foreach (var tauntSound in _CharacterDialog._TauntSounds) {

            tauntSound._Owner = this;
        }

        // Set's either the orb or the flamethrower as the primary depending on whats specified in the player manager
        switch (PlayerManager._pInstance._PrimaryWeapon) {

            case PlayerManager.WeaponList.Orb: {

                    // Create players's primary weapon (orb)
                    _WeaponPrimary = GameObject.FindGameObjectWithTag("P" + _Player._pPlayerID + "_OrbWeapon").GetComponent<Weapon>();
                    if (_WeaponPrimary != null) {

                        // Initialize PRIMARY weapon
                        _WeaponPrimary.SetOwner(this);
                        _WeaponPrimary.Init(); /// Create fireball object pool (inactive projectiles)
                    }
                    // Create players's secondary weapon (flamethrower)
                    _WeaponSecondary = GameObject.FindGameObjectWithTag("P" + _Player._pPlayerID + "_FlamethrowerWeapon").GetComponent<Weapon>();
                    if (_WeaponSecondary != null) {

                        // Initialize SECONDARY weapon
                        _WeaponSecondary.SetOwner(this);
                        _WeaponSecondary.Init(); /// Create flamethrower object pool (inactive projectiles)
                    }
                    break;
                }

            case PlayerManager.WeaponList.Flamethrower: {

                    // Create players's primary weapon (flamethrower)
                    _WeaponPrimary = GameObject.FindGameObjectWithTag("P" + _Player._pPlayerID + "_FlamethrowerWeapon").GetComponent<Weapon>();
                    if (_WeaponPrimary != null) {

                        // Initialize PRIMARY weapon
                        _WeaponPrimary.SetOwner(this);
                        _WeaponPrimary.Init(); /// Create flamethrower object pool (inactive projectiles)
                    }
                    // Create players's secondary weapon (orb)
                    _WeaponSecondary = GameObject.FindGameObjectWithTag("P" + _Player._pPlayerID + "_OrbWeapon").GetComponent<Weapon>();
                    if (_WeaponSecondary != null) {

                        // Initialize SECONDARY weapon
                        _WeaponSecondary.SetOwner(this);
                        _WeaponSecondary.Init(); /// Create fireball object pool (inactive projectiles)
                    }
                    break;
                }

            default: {
                    break;
                }
        }

        // Create player's special weapon (shield)
        _WeaponSpecial = GameObject.FindGameObjectWithTag("P" + _Player._pPlayerID + "_ShieldWeapon").GetComponent<Weapon>();
        if (_WeaponSpecial != null) {

            // Initialize SPECIAL weapon
            _WeaponSpecial.SetOwner(this);
            _WeaponSpecial.Init(); /// Create minion object pool (empty)
        }
        // Can be controlled by player / ai controller
        SetActive(true);

        // Add the gameObject associated to this script to the playermanager object pools
        PlayerManager._pInstance.GetActiveNecromancers().Add(this);
        PlayerManager._pInstance.GetAllPlayers().Add(this);
    }
コード例 #3
0
    //--------------------------------------------------------------
    // *** CONSTRUCTORS ***

    public override void Start()
    {
        // Get base character references
        base.Start();

        // Get behaviour references
        _BehaviourWander = GetComponent <Behaviour_Wander>();
        _BehaviourFlee   = GetComponent <Behaviour_Flee>();
        _BehaviourSeek   = GetComponent <Behaviour_Seek>();
        _LinearSeek      = GetComponent <LinearGoToTarget>();

        switch (_Type)
        {
        // MINOR VARIANT
        case CrystalType.Minor: {
            // Initialize
            _StartingHealth        = AiManager._pInstance._CrystalMinorStartingHealth;
            _MovementSpeed         = AiManager._pInstance._CrystalMinorMovementSpeed;
            _PickupType            = AiManager._pInstance._CrystalMinorTagType;
            _MeshRenderer.material = AiManager._pInstance._CrystalMinorTypeMaterial;
            _SpawningTime          = AiManager._pInstance._CrystalMinorSpawningTime;
            _EffectOnDeath         = AiManager._pInstance._MinorOnDeathEffect;

            switch (AiManager._pInstance._CrystalMinorBehaviourType)
            {
            case AiManager.AiBehaviourType.Wander: {
                _BehaviourWander.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Flee: {
                _BehaviourFlee.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Seek: {
                _BehaviourSeek.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Mixed: {
                break;
            }

            default: {
                break;
            }
            }

            break;
        }

        // MAJOR VARIANT
        case CrystalType.Major: {
            // Initialize
            _StartingHealth        = AiManager._pInstance._CrystalMajorStartingHealth;
            _MovementSpeed         = AiManager._pInstance._CrystalMajorMovementSpeed;
            _PickupType            = AiManager._pInstance._CrystalMajorTagType;
            _MeshRenderer.material = AiManager._pInstance._CrystalMajorTypeMaterial;
            _SpawningTime          = AiManager._pInstance._CrystalMajorSpawningTime;
            _EffectOnDeath         = AiManager._pInstance._MajorOnDeathEffect;

            switch (AiManager._pInstance._CrystalMajorBehaviourType)
            {
            case AiManager.AiBehaviourType.Wander: {
                _BehaviourWander.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Flee: {
                _BehaviourFlee.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Seek: {
                _BehaviourSeek.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Mixed: {
                break;
            }

            default: {
                break;
            }
            }
            break;
        }

        // CURSED VARIANT
        case CrystalType.Cursed: {
            // Initialize
            _StartingHealth        = AiManager._pInstance._CrystalMajorStartingHealth;
            _MovementSpeed         = AiManager._pInstance._CrystalMajorMovementSpeed;
            _PickupType            = AiManager._pInstance._CrystalCursedTagType;
            _MeshRenderer.material = AiManager._pInstance._CrystalCursedTypeMaterial;
            _SpawningTime          = AiManager._pInstance._CrystalCursedSpawningTime;
            _EffectOnDeath         = AiManager._pInstance._CursedOnDeathEffect;

            switch (AiManager._pInstance._CrystalCursedBehaviourType)
            {
            case AiManager.AiBehaviourType.Wander: {
                _BehaviourWander.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Flee: {
                _BehaviourFlee.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Seek: {
                _BehaviourSeek.enabled = true;
                break;
            }

            case AiManager.AiBehaviourType.Mixed: {
                break;
            }

            default: {
                break;
            }
            }
            break;
        }

        default: {
            break;
        }
        }

        // Reset health now that starting health has been updated
        _Health = _StartingHealth;

        // Store the new material that has been applied to the character
        _OriginalMaterial = _MeshRenderer.material;
    }
コード例 #4
0
    //--------------------------------------------------------------
    // *** CONSTRUCTORS ***

    void Start()
    {
        _agent             = GetComponent <NavMeshAgent>();
        _RetargetCollision = GetComponent <SphereCollider>();
        _GoToTarget        = GetComponent <LinearGoToTarget>();
    }